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Now that I have time to look at your wheel gambit problem though, could you screenshot the encounter table with the wheel gambit options visible?
Just so I can get a clear picture of what's going on. :)
Dargenom's idea about the curse to modify the enemy is a good idea, but I'd take it one step further and use a 'Utility' card. They are our go to for Curses/Blessings that we don't want to consider a Curse/Blessing. As to your other requests (health bar, showcase), these things are possible but they're just a bit off-the-map. I'm not in the office today so I don't feel confident giving you steps you should follow off the top of my head, but I'll make a note to do this when I'm next able. (Or if Nic see's this and has some time, he can try: double-clicking an AIRef link to see it in an inspector, copy/paste components onto new object, manually tag new prefab with 'mod/<modname>/airefs', closing/reopening hof editors to make it appear in AIRef asset selector). Or if you just can't wait to try it, at least try it in a fresh project first. I should probably add an editor for setting these objects up, and adding health/damage multipliers would be a good thing too.
I don't have a solution for your exact wheel spin / display container idea. The closest scenario I can think of off the top of my head would be the Alchemist (subsequent wheel spins with tracked selections), so I'd be looking at how that one works for suggestions.
Can you provide a bit more information about the voice clips? Do you want to reuse existing dealer lines or make your own? In what situations do you want to trigger them?
If these things are going to wind up in the tools sooner or later then I'll just work on the core project for now and patch them in later when I'm less likely to break everything forever by attenting it ;)
Alchemist is indeed the closest and some of my behaviour is based on it, but I don't think I can replicate the solution there because it seems to rely on ... hang on a minute, of course I can. I was thinking I had to do something at a particular point in time where I know exactly what I want t do, but I can just stash that info in a variable and do it later so the thing happens immediately before the wheel spin which will either look less odd or cover it happening altogether. I just needed to think about the problem clearly for a minute.
I'd want to record my own and have them play ideally at a particular time within resolving an encounter card, but if not on that card being drawn.
The premise I've taken is that the game of life and death is one of several magical games that shape the world and that a dealer from one of the other games is meddling. Cutting in with a different voice would be a good way to distinguish a character met in a card that's presumably someone from the player's life rather than a character who's actively interfering in the game itself.
These things are all bells and whistles though, I should focus on getting the core campaign up and running, then I can add shinies.
You'll have to manually assign this custom AI Ref to your mods asset bundles. If you select the gameobject and view it in the inspector, you'll have a dropdown at the very bottom of the inspector that is reading "none". Select the first drop down bar and click "New...". Type the following: mod/"yourmodname"/airefs.
Note: Showcase Theme’s are not openly accessible to you through the toolkit, but if you duplicate an exisitng monster card and select the AI Ref connected to the spawner of that card, you can view Showcase Theme’s. I’d recommend that you do this at the start and just alter the data to your liking.
Hope this helps!
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1300755438
It's now coming up on 3am here so I'm going to call it there and have a go at making the final boss battle showier later this week, as well as implementing a couple of other suggestions from this thread.
Night all and thanks again for help and suggestions :)
I think I'd describe it as 'published' rather than 'finished' there's still plenty of room for improvement.
It happened again, it's still undeletable, it still makes the mod unplayable.
I guess as long as I never upload the update what I've done so far will continue to work for everyone else, but I don't see any way to make further improvements.
It also seems to screw up the editor itself in some way I get a wierd vertical line down the page
https://www.3dtotalgames.com/wp-content/uploads/2018/02/NULL.jpg
I just had a go at this, but it's having no appriciable effect for good or ill. Everything seems to have worked in that the new object displays the desired value, but on testing the encounter everything is as it was.
I feel like I must be missing a step where I tell the monster card or the monster spawner to use this new AI ref? I couldn't find anywhere in either to indicate it
So in your spawner you'll need to assign this new ref. :-)